Some players use the term 'forced walker' to mean a 'random' walker that is 'forced' to follow a long path between its starting and finishing tiles, since that path is actually the shortest one. ('Forced' is not very descriptive, since everything in the game is forced to do whatever it does, but it's hard to come up with a good name.)
Most 'random' walkers can start and end their walks on different tiles, and can therefore (if the roads are built properly) travel quite a long distance. One road arrangement that works for many buildings is to have a road that runs along both the southeast and northwest sides of a building--the walker will start its walk on the southeast side and end its walk on the northwest side, and will travel hundreds of tiles (if necessary) to get from one to the other. Other road arrangements also work, but many don't.
If this is hard to understand, try it. Load a blank map. Build 2 long parallel roads separated by 2 tiles running northeast-southwest. Connect the roads at one end. At the other end, build a temple between the roads and several houses, and perhaps a prefecture and engineer post for fire and damage protection. The labor-seeker for the temple should start on the southeast side and walk all the way around to the other side. Soon after the temple is staffed, the priest should do the same thing.
'Forced walkers' can make building large cities easier. But, as Tomek's Amphipolis showed, they are not necessary either for large populations or for lots of palaces.
[This message has been edited by Brugle (edited 11-02-2003 @ 02:50 AM).]